6,730 research outputs found
Psychoacoustic Considerations in Surround Sound with Height
This paper presents recent research findings in the psychoacoustics of 3D multichannel sound recording and
rendering. The addition of height channels in new reproduction formats such as Auro-3D, Dolby Atmos and 22.2,
etc. enhances the perceived spatial impression in reproduction. To achieve optimal acoustic recording and signal
processing for such formats, it is first important to understand the fundamental principles of how we perceive sounds
reproduced from vertically oriented stereophonic loudspeakers. Recent studies by the authors in this field provide
insights into how such principles can be applied for practical 3D recording and upmixing. Topics that are discussed
in this paper include the interchannel level and time difference relationships in terms of vertically induced
interchannel crosstalk, the effectiveness of the precedence effect in the vertical plane, the aspect of tonal coloration
resulting from vertical stereophonic reproduction, the effect of vertical microphone spacing on envelopment, the
effect of interchannel decorrelation, and the use of spectral cues for extending vertical image spread
Help I'm surrounded
A dimly lit auditorium, the smell of popcorn and hot-dogs accompanied by the sound of fizzy drinks slurped through straws; the lights dim and a hush of expectation descends, sound fades in from all around, drawing the audience into the illusion of another reality. This is the world of the cinema, but is it possible to recreate this cinematic surround sound experience in the home? In order to address this question it is necessary to understand what is meant by "cinematic" surround sound and to consider some of the challenges faced by those seeking to translate it to the home environment. This article examines these issues through an exploration of the development of surround sound in the cinema and its transference to the home and concludes with a tentative look towards possible future developments
Acoustic Signal Pickup and Processing Using B Format Technology
Práce je zaměřena na návrh zaĹ™ĂzenĂ pro snĂmánĂ zvukovĂ˝ch signálĹŻ technologiĂ SoundField, softwarovĂ© zpracovánĂ tÄ›chto signálĹŻ a pĹ™evod na signály pro vĂcekanálovĂ© zvukovĂ© systĂ©my Surround sound. V práci je popsáno vnĂmánĂ zvukĹŻ lidskĂ˝m sluchovĂ˝m orgánem a doprovodnĂ˝mi jevy binaurálnĂho slyšenĂ a stereofonnĂ a vĂcekanálovĂ© zvukovĂ© systĂ©my. Práce se dále vÄ›nuje ambiosonii, prostorovĂ©mu zvuku a formátĹŻm jeho nahrávánĂ, zpĹŻsobu pĹ™enosu signálĹŻ, jejich zpracovánĂ a dekĂłdovánĂ. V závÄ›ru práce je rozebrána problematika snĂmánĂ prostorovĂ©ho zvuku technologiĂ SoundField a proces pĹ™evodu vĂ˝stupnĂch signálĹŻ tĂ©to technologie na signály jinĂ˝ch vĂcekanálovĂ˝ch zvukovĂ˝ch systĂ©mĹŻ.The work is aimed to proposal of system for acoustic signal pickuping, software processing and conversion into signals for surround sound systems. The work describes sound sensation by human auditory organ and associated effects of binaural hearing and multichannel stereo and surround sound systems. Next aim of the work is to describe ambisonics, surround sound and formats for surround sound pickuping, transmission, processing a decoding. An ending part introduces problems of surround sound pickuping by using of SoundField technology and output signals decoding process of this technology into signals of other surround sound systems.
Spatial Audio
This paper will consist of a historical survey of surround sound, followed by an explanation of popular surround sound recording and mixing techniques. It will conclude with a brief discussion of how surround sound increases levels of immersion
Surround Sound Vocal Jazz Ensemble
Kemp Recital Hall Monday Evening February 26, 1996 8:00p.m
Spindrift live surround sound performance
A specially constructed audio-visual surround sound performance of "Spindrift" performed at The Lloyd Hotel, Amsterdam as part of the Consortium Gallery exhibition "A LITTLE BIT BIT GOES A LONG WAY".
Spindrift is a 30 min av piece featuring boroscopic images of the interior of musical instruments created by lens-based artist, Andy Eccleston with a soundtrack by Ron Wrigh
3D Room Visualization on Android Based Mobile Device (with Philips™\u27 Surround Sound Music Player)
This project\u27s specifically purposed as a demo application, so anyone can get the experience of a surround audio room without having to physically involved to it, with a main idea of generating a 3D surround sound room scenery coupled with surround sound in a handier package, namely, a “Virtual Listen Room”. Virtual Listen Room set a foundation of an innovative visualization that later will be developed and released as one of way of portable advertisement. This application was built inside of Android environment. Android device had been chosen as the implementation target, since it leaves massive development spaces and mostly contains essential components needed on this project, including graphic processor unit (GPU). Graphic manipulation can be done using an embedded programming interface called OpenGL ES, which is planted in all Android devices generally. Further, Android has a Accelerometer Sensor that is needed to be coupled with scene to produce a dynamic movement of the camera. Surround sound effect can be reached with a decoder from Phillips called MPEG Surround Sound Decoder. To sum the whole project, we got an application with sensor-dynamic 3D room visualization coupled with Philips\u27 Surround Sound Music Player. We can manipulate several room\u27s properties; Subwoofer location, Room light, and how many speakers inside it, the application itself works well despite facing several performance problems before, later to be solved.
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